Biofeedback: a Player’s Anxiety as Input into a Video Game Environment
- DOI
- 10.2991/iea-15.2015.171How to use a DOI?
- Keywords
- biofeedback; video game; game interaction; hardware; software implementation.
- Abstract
This paper introduces a hardware-software solution for biological feedback game development. Currently, game developers do not utilize any dynamic inputs that are based off of player’s biological reactions. The goal of this paper is to research how effectively and efficiently biofeedback can be implemented into a videogame. This process is focused on the hardware and software implementation. On the software side, the game dynamically generates events based on a player’s heart rate. We use a standard heart rate monitor that can be attached to the player’s thumb. Basing the software response the biofeedback yields an intimate player-game experience.
- Copyright
- © 2015, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Bischke Christopher AU - Debnath Narayan PY - 2015/09 DA - 2015/09 TI - Biofeedback: a Player’s Anxiety as Input into a Video Game Environment BT - Proceedings of the AASRI International Conference on Industrial Electronics and Applications (2015) PB - Atlantis Press SP - 686 EP - 689 SN - 2352-5401 UR - https://doi.org/10.2991/iea-15.2015.171 DO - 10.2991/iea-15.2015.171 ID - Christopher2015/09 ER -